The Problem in Pingliang Prefecture: Recruiting

Initial Post
The Problem in Pingliang Prefecture, an Otherverse wargame (Wildbow Pact/Pale) begins recruiting! Taking place in China towards the tail end of the Oni Wars, nine factions vie for control of the city of Pingliang. Will you join the honorable Celestial Bureaucracy? The Oni League in the spirit of Rebellion? The Wildflower Merchants? The Illustrious Zhang Family? Or any of the Others? Or will you judge alongside the Spirits?

My intent is to keep recruiting open for the next one week Until December 31st; assign and invite on that day teams and begin the customization process that week Dec 31st-Jan 6th, with the first turn to start around Jan 13th.

Turns will run every other week with submission deadlines at 1pm PST on Saturdays; the game will consist of seven turns (One week active diplomacy, one week writing turn submission documents from the GM side).

Synopsis is here: PPP: Synopsis

General info folder is here: General Info - Google Drive

Application google form is here: The Problem in Pingliang Prefecture

Sample: What does a customization document look like?: Sample Customization, the Murderous Midwives

Sample What does a briefing look like? Anatomy of a Briefing

in Universe prelude A03: The Tales from the Teahouse: Vignettes before the Problem in Pingliang Prefecture - Chapter 1 - Tangentloki - Pale - Wildbow [Archive of Our Own]

If you're looking to spectate (Spirits role) just ping me, and I'll ship over an invite.
 
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Initial Information

Initial Information

Pingliang Prefecture is a quaint little village nestled near the Kingtong Mountains in China; this fictional version of the city has existed for thousands of years. Others have been integrated for more than a Millennia into its culture and way of life. Almost every citizen is at least a low level aware; if not superstitious enough to perform small, minor practices themselves. It's not on a trade hub and outlying farms are common. People come through infrequently and progress moves very slowly. Words on the wind are of a revolution and folk nervously go about their days. There is a realm layer in this mountainous region called the floating world where things are more abstract, blurrier and mistier – it's known as a dangerous shortcut to the common folk, but wandering down a wrong alley at a wrong time can absolutely find someone in this unbound space.

It's in this time of worry that several groups of unusual strangers have found themselves in Pingliang:

The First being a group of strange Westerners; no one saw them enter by road but here they are. They've taken up rooms at a local inn, the Laughing Pot; no one knows how long they will stay.
The Second being a small detachment in Imperial Livery, they've set up bivouacs on the edge of town and have begun filtering through the populace hunting sorcerers.

The third exist in rumors, some think the revolution has already come to Pingliang and the embers are being stoked at this very moment

For some In-Universe story Vignettes see: https://archiveofourown.org/works/51814297



The Factions


Celestial Bureaucracy:
The Other and Practitioner bureaucrats; having received the mandate of heaven from a previous Emperor. Their reach is wide, but their speed is slow – the gears of the Law do turn.

Wild Others
New or experienced Others that live between the spaces that Humanity has forgotten. These others have no license or permit to be within Pingliang and work out a meager existence. Preying on the outskirts of mostly aware.

Oni League
Agitators, revolutionaries, freedom fighters.The Oni League is here to reclaim space that the bureaucracy has systematically worked to grind the Others under heel, lighting the fires of glorious revolution, and vengeance.

The Zhang Family
A prominent practitioner family with an ancient family practice. Well established and well reported with a bevy of bound others, servants and sycophants.

The Liu Family
An upstart family that is just barely nearing its fourth century as a practitioner edifice – their practice is less refined than their rivals, their resources more meager; but what they lack for in established tradition they attempt to make up for in ambition.

The Wildflowers
A loose coalition of lesser practitioners and merchants who do not have the scope and scale of either of the established families – but from shops and kiosks in the dreaming district they ply their practices and wares; hungry for a bigger piece of prestige, and the pie.

The Interlopers
Not local, this group has come to Pingliang from the West; one part exploration survey, one part exploitation survey. These practitioners are quickly making a name for themselves with open smiles and grasping hands.

The Temple
Older than the prefecture and older than the history of the region. This temple has stood; its priests are mysterious figures in rich scarlet robes; some masked, some not. Few have ventured into the shrine itself; and none who have, have spoken about what waits within. Its presence is mostly somnolent, there are stirrings in this time of tribulation.

Sorcerer Hunters
Recent Arrivals and a remnant of an order founded on the order of the Qianlong Emperor; they seek to hunt sorcerers who might be a threat to Imperial power.


The Regions


A - Outlying Farms
Small farmsteads up on the mountain, usually a single extended family manages a large swath of wilderness with scattered plots.

B - Outward Road
The Main trade route wherein folks from across china enter or leave. It's a dusty and worn path that stretches far into the hinterlands. The occasional way station, inn or house abuts the path.

C - Temple Wilds
A wild and untamed forest on the mountainside, dark and twisting paths lead to the white, and well maintained temple grounds; inhabited by its mysterious keepers.

D - Wet Market
This is where livestock, feed, and related goods are usually bought and sold. The air is redolent with dust, and the smells of sizzling fat and coppery blood.

E - The School Yard
The only schools in Piangling are here, as well as a number of independent tutors and sages. It's a quiet district with a number of small unassuming homes.

F - The Flop houses
One of the places the working poor live in Pingliang, large maze-like structures of open berths, crowded rooms, cots and hammocks that stink heavily of sweat and incense.

G - The Dreaming Market
A wonder of Pingliang, festooned with colorful lanterns and frequent soporific mists – the most exotic goods are sold here and it seems particularly close to the floating world. Most of the practice items or services would be found here, clustered in the claustrophobic alleys and rows of the dreaming market – shops never seem to be in the exact same place each time.

H - Central Government
This courtyard contains a gleaming golden five story structure. It is the Palace of the Prefect, wherein all the divine administration of Pingliang is done.

I - The Alley of Awe
Monuments, records and parades frequent the alley, with some of the higher end mundane luxury goods and craftsmanship on display for purchase.

J - The Liu Estate
Squat constructions of colorful slate near the docks, there is a continuous hubbub as things come into the various warehouse, outhouse and storage buildings for trade within Pingliang – while the town is not a trade hub, one might be forgiven for thinking it was with the general bustle in the Liu estate.

K - Docks
A few shacks, an Inn, a warehouse and a fishery, with old wooden docks that reach out into the Steaming lake. Fishermen cast off every morning and return every evening with the day's catch. An ornate Ferry has a dedicated slip for the Zhang Pleasure cruises here.

L - The Steaming Lake
A bend in the river creates a large lake that Pingliang sits at the edge of, it's usually unseasonably warm; almost like a massive natural hot spring. In the mornings steam, mistlike usually roils off of it. In the afternoon it cools some, but at sunset the steam returns and as the setting sun filters down it can look like the lake is coated in flames.

M - The Slinking Slum
Tumbledown ramshackle poorly maintained structures fall into each other in what looks like a continual state of collapse. It's hard to find anywhere day to day and within the warren it almost seems like the tenement structure move like stalking cats.

N- The Estates
Fine small compounds for the families of well renowned, artists, philosophers, craftspeople or sages. These are the aware that have made a dynasty for themselves, but not to the same level as the prominent families.

O - Thieves Row
A perpetually shadowy set of streets of ill repute. Much business happens here that is illegal; it has received token patrols but whenever a concerted effort has been made the ne'er do wells go to ground and pop up elsewhere. The current lord's stance has been to concentrate the rot in one place, such that the genteel citizenry knows where the bad part of town is, and to stay away/

P - Inn market
There is not enough trade to maintain a large number of inns in Pingliang – however from the outlying farms, workers tired from work in the fields that are near to town – fishermen who can afford a nice room from time to time, there is a small cottage industry. There are four main Inns, all concentrated here in this space.

Q- Respectable Homes
Less nice than the states, but still well constructed, generously spaced and walled. These are family compounds for the middle class of laborers within Pingliang

R- Century Park
This is a large maintained park for the beautyment and enjoyment of Pingliang, it is dedicated to Empress Zeritan Dasheng, who visited Pingliang once long ago. Most festivals, fairs, or plays that have a scale larger than street performance or "government sponsored" would occur here.

S- The Zhang Family Palace
A massive estate comprising multiple structures, outbuildings, salons, tea houses. Five branches of the family each have their own multistory palace within the compound which is encircled by a magically treated barrier wall.

T - The South Shore
A Mud-marsh south of town, it contains runoff from the greenfields and twisted wisteria trees clawing their way up from the muck. Eel-fishing can sometimes be accomplished in the murk.

U - Green Fields.
The nearest set of rice fields to Pingliang and a primary breadbasket – while a variety of vegetables and livestock come from the outlying farms, the regular rice harvest comes from the green fields.
 
Additional rules content
Additional Meta Information:


Nature of Play and Actions

A few notable differences between other TTRPGs; player teams are controlling factions rather than detailed individual characters – players may choose to roleplay a particular faction asset in the diplomacy channels, but the diplomacy results apply to the faction as a whole. Turns are submitted within a week between receiving a briefing and the action selections being made. This means that unlike detailed TTRPGs where players are choosing actions "Round by Round" on a scale of minutes to hours, they're submitting a week's worth of orders, then receiving results of the week at a much higher, abstracted level.

It also means players have all week to discuss and do not all need to be online at the same time at any given timescale for the game. This is a big departure when for most TTRPGs all players need to be synchronous to engage with the game at all. Despite the non-strict need for shared schedules to the same level as traditional TTRPG we'll still try to associate factions to timezones for ease of discussion. It's generally better when factions can talk amongst themselves rapidly and aren't waiting for a final signoff (or ignoring a player) because they are available at an inconvenient time.

Because during the on weeks it's always "on" this can end up being a long time commitment. Players shouldn't feel a need to be online "all the time" for the game; they have the freedom to manage their own schedule within the week so long as the orders are prepared and delivered on time.


Schedule

Every other week on Saturdays at 1:00 PM PST Turn Posting or Turn Submittal; alternate weeks.

Players may engage in diplomacy, gainsayings, etc during "On" weeks where turn submittals are due at the end of the week. This is intended to give people the time to plan and engage in diplomacy while giving them an outlet to de-stress on the writing weeks. It's also intended to be as courteous as I can be to players around the globe.


Spirits

There is a tenth Meta-Faction to the game the Spirits. In the Otherverse the spirits represent an underlying force to all things that make decisions about credibility and results. In this game potential players can opt into the spirits faction instead of the player factions. This makes them something like assistant judges; they'll have access to all of the diplomacy challenges (for all factions), all order submissions and all results. They'll have access to read through and discuss what people are doing amongst themselves in a private chat.
They'll also be able to opine, tiebreak or provide early feedback on results that might alter the outcome according to the karma in play.

Fundamentally they are observers in the context of the game with the ability to supplement, suggest or provide influence on the mechanical GM side of the screen more than the player side.

However despite getting to see all of that there are some things they won't be able to do;

They won't see the faction's private discussion and planning channels.
They won't be able to submit actions for units to influence the game.
They won't be able to conduct diplomacy with the player factions.

They won't get their own, special, briefing documents.


Adjudication

This game is freely adjudicated by its primary definition. Fundamentally that means I choose the outcomes based on my understanding of the units and the orders and just write what feels like it makes sense. There are tools and rubrics I'll use to maintain my consistency in making these judgements.

In a contested encounter the basic method I'll use is to add up each side's total might. The side with the higher might is going to minimally succeed. If they succeed by a secret number more than the opposition they'll gain other one sided benefits. Once that determination is made then negative consequences may be equally sprinkled on both sides until it looks like verisimilitude.

For an example:

Roxxas the Returner, a powerful Necromancer with a might of 8 is battling Smiling Shen a priest with a might of 4. This would result in the Necromancer succeeding his objective, if the objective of the encounter was control of a territory, the Necromancer seizes control pushing Shen out if the difference (4) in their might is more than the secret success factor, Shen may take an injury.

If the difference is double the secret success factor then Shen takes two negative consequences (probably injuries). And so it continues.

Tactics, strategy, countermeasures may modify what the level of success required is or modify the assessment might of the acting faction, but for the most part one should expect a force with superior might to come out the winner of the engagement, whether that's simply taking less casualties than other participants, acquiring better resources or rewards, uncovering deceptions, or avoiding ambushes. Generally after the factors are applied the team with the bigger stick after that will win.


Dilemmas


Dilemmas are a forced choice. You must make a choice on the list, if it doesn't say "You much assign actions to this dilemma" then characters performing actions on the dilemma within the listed choice are free. You may elect to send additional units alongside (which would cost actions). Any other resource costs listed on an option (Other than actions) would have to be paid to select that option. For example, if a dilemma said.

Your forces have executed an innocent, his family is overwhelmed and furious and are demanding compensation

[ ] Send The Faction leader to apologize
[ ] Send a payment of 5 Power as weregild for this unfortunate death
[ ] Obfuscate and claim anyone could have killed the person and there is much deception in Pingliang at present and Question if they are certain it was bonafide members of your faction that caused this death
[ ] Send units to threaten them to bury the issue (Assign actions to this dilemma)
[ ] Execute the family.

Option 1 costs no actions
Option 2 costs 5 Power
Option 3 costs no action
Option 4 costs actions, you'd need to assign which units you were sending and this would preclude them from working on other tasks during the week.
Option 5 costs no actions
 
Sample Customization: The Murderous Midwives (Not a faction)

The Murderous Midwives: Customization


Long has your profession been looked down on and disrespected, forced to find brides for the abominable, to sell sweet daughters to monsters, as trouble rises this artery of ceremony is set to have a heart attack and in the bloody aftermath you hope to secure such an essential, connected role that instead of dominated you are dominant.

The murderous midwives are a small faction of matchmakers used to the grime and blood of failed and poor unions, they have practices as enchanters, scourges and necromancers.



Objective

There is power in the marriage bed and being a part of those connections, like the strands of a spider's web, will give you allies and strength. If you can complete a doubling of threes you think you can lock down the city with yourself in the position of power forevermore.

Your faction will be considered a victor if 6 of 9 factions have marriages you have brokered.

Matrimonial Moratorium:
Factions you have brokered a match for cannot attack your assets


Mechanics

There are a number of mechanics your faction may have as it weaves connection and circumstance together, chose one

A Match Made in Hell:
Nominate two factions, weaving the threads of fate and connection if they end up in the same places this turn they take the least charitable interpretation of all interactions; which is likely to end in combat.

Star Crossed
Each turn in your briefing indicate two units; they will not encounter each other this turn.

Blind Date
You may specify a team-up between different factions that you are aware of, if either part didn't specify the exact units they would send in their diplomacy chat to the other faction, you will replace one of the two factions units with bogeyman dopplegangers.

Faction one will receive results as if they were stood up, faction two will end up with the bogeymen working with them, but if the fighting is close, they will turn on their "allies" and attempt to wipe them out.


A Date with Destiny
Indicate two factions, if they are in the same tiles, or passing through the same tiles on their routes to their objectives they will encounter each other potentially interrupting their actions.




Characters


Choose three powerful assets and rank them:

Friendless Sho, a practiced remover of connections

Ming Wen the Crusewright, a practitioner exceptionally practiced at curses

The Wailing Weeper, a Wraith of a scorned betrothed, folded into a chain of calamity

White Po, a chainer who sinks foes into the abyss

Smiling Chen, a murderous bogeyman that slays anyone without an appropriate smile.

The Abyssal Duck, a black gunk stained duck filled with murderous and inevitable fury.

Ching Lo, an abyssal host, who makes a practices of binding bogeyman in her flesh.

Cousin Ho, an interloper practitioner who invents connections to fit into any crowd, forging them with practice.


Troops

Your faction has a number of underlings, choose two and you may make the same choice twice:

Cursed moppets -- captured souls and echoes infuse a number of dolls that are exceptionally good at tracking those they've fought before

Sleepless thugs, who have seen a few too many things on moonless nights to be anywhere near innocent

The matchmakers; a small group of grandmothers that arrange many of the middle class marriages

The poor petitioners, a guild of beggars that keep an ear to the streets

The enforcers, a burly squad of bruisers used to giving an unruly "guest" a tumble.

Reputable errand runners; a group of touts and streetguides that look not untoward at all.

The bumps in the night; an animate abyssal collection that moves itself approximating a small group of children, nearly feral



Notable Items:

Your faction has a number of useful item. Choose three and rank them.

The swallowed heart;
A pill to offset the worse of a heartbreak, keeping any wear from slowing you down or showing much, though it doesn't do anything to fix it

Thread and Needle; a magical thread and needle, a red ribbon of fate steeped in blood it can stitch things, people or concepts together.

Spirit Quelling Sword; a salt crusted blade that can cut wraiths and echos as easily as flesh.

Tea set of Sorrows; a fine tea set that sucks in and steeps emotions. Said to be the masterwork of a Huli Jing.

Porcelain Partner; A fine human sized doll, it is fragile and may disguise i
This ungendered delicate doll can be filled in with features, memories and concepts and turned into a fragile and living person. This could supply a perfect, custom built match (without a family or history) made to specification for one marriage.

The frog's kindness; A poison that gives the imbiber a bleeding heart.

Red Tincture of passions inflamed; A Cup of oil that can be burned in rituals dealing with intense romance.

The stone chime, it is said to sound whenever a lie is told before it.

Guyao Mountain Yao Grass tea; a yellow milky fluid that's said to cause attraction to flow to the imbiber.

Taishi Mountain Yao Grass potion; a deep cerulean fluid that is said to enhance mental clarity.

Five Flavored Tea of Forgetfulness. The brew induces instant and permanent amnesia, and all memory of other lives is lost.

Qi infused peaches; these encourage and promote healing.
 
Sample Briefing: Murderous Midwives (not a faction) Turn 3
The Murderous Midwives: Turn 3

*This is an example turn briefing for an imaginary faction to show how such information would be communicated, note that none of the information contained herein related explicitly to factions in PPP for strategic advantage purposes.

Faction Sense

The Cipher Cemetery saw the moppets in the graveyard, but they may not know they are yours.

The Thunderbird of Wisdom is a Supreme tier Other

The Mendicant Mob was seen in the Soiled Slums; they'll move to an adjacent territory this turn.


Results

A Match Made in Hell: [Cipher Cemetery and The Lonely Summoner]
You drew the strands of fate and connection around the Cipher cemetery and the Lonely Summoner, leading them to suspicion and blows between the Ghost and Goblins.

Dilemma - The Marriage of Ming Ling
[x ] Curse the Groom and break up the wedding.

Ming Wen laid a curse on Peng Xiaosheng. It was a clever thing, causing him to lose his composure, his patience, and until he could properly complete a practice tea ceremony he would carry this burden. This caused him significant trouble with his family, when out dining he laid his hands on a server inappropriately, as an engaged man. This has caused him to lose sufficient face for not being able to control himself that the wedding has been called off. Ming Ling has conflicting feelings about it. She's relieved that she won't have to marry into the Peng family so young, but at least a little upset that she now doesn't have any suitors and can't help but feel blamed that he lost his composure over another woman. See Ling's Lament for further action.

Dilemma - Smiling Chen's debts
[x] Send Smiling Chen on an attack action this turn, so that he doesn't sink into the Abyss (you must assign him to an attack action)

You sent Smiling Chen on an attack so that the abyss wouldn't reclaim him for the small amount of terror he's generated. The attacks on the lesser brothers of the Monks of Madness is sufficient to ameliorate the risk that he'd be reclaimed for poor performance.



1 - Patrol the Falling Bridge, Ching Lo
Ching Lo stalked the falling bridge territory, her bound bogeyman writhing in her flesh in anticipation of victims to come. The path was winding and slick alongside the roaring waterfall, the mist chill, like a fog surrounding the switchback stair. Throughout the path there were alcoves, crannies and caves, figures walking like wraiths until resolving. Few folk travel through the cold and the wet to make it from the upper city to the lower one. She observed urchins, and what might have been goblins, disguised as urchins hiding within the underwaterfall cave system grabbing trinkets from passerby; she did not intervene as directed.

Of the Monks of Madness she saw nothing, even the guard patrol was called elsewhere.

Control of the Falling bridge yielded you 2 Power worth waterworn coins.


2 - Attack [the Venerable Vestibule]; Smiling Chen, Ching Lo, Cursed Moppets
You sent an attack force to the Venerable Vestibule, a practical fortress outfitted with hexigrams, ritual circles and paper prayers. The Monks of Madness were present with a heavy guard. Attack after attack they repulsed, the moppets making inrounds through windows, tearing into through the eves of the roof to ambush inhabitants in the dead of night with murderous rage – though small and made of straw, hay and wood limited their effectiveness.

The dour Monks were likewise unprepared for Smiling Chen who made a razor smile across three of their number before an elder brother appeared who was a keen practitioner of ogre magics, he fell into a mantra and rhythm and seemed to step with thunderclaps, a bolt of lightning into a resounding blow, tossing chen through a window, over a ditch, into a river before a hammerblow took Smiling Chen through a potshop. Smiling Chen, injured and festooned with shards of broken pottery, retreated.

Ching Lo observed this battle, and prepared to intervene when she saw their reserve, a thunder bird of wisdom descending on the battlefield. She knew that the battle was lost and held back her bogeyman, ordering the moppets to safely retreat knowing the battle was lost but preserving your assets.

You lost at the Venerable vestibule and Smiling Chen has sustained wounds and is Injured


3 - Investigate [Cipher Cemetery]; Cursed Moppets
You sent the cursed moppets to investigate the cemetery, the small dolls, peering around stone and wood, peering into mausoleums and into the undertaker's hovel. While the faction bears the name they did not appear to be headquartered among the dead, although the Moppets may have been seen, they were not caught by the patrolling forces. Somber practitioners with face veils paraded through the cemetery with incense and a tinkling bell. It looked like they were trying to perform some kind of ritual, or capture incorporeal fierce spirits. The moppets don't know very well, but they were very excited in their pictograms and writing.

Cipher Cemetery is no the headquarters of the Cipher Cemetery faction, they have no visible base there

The Cipher Cemetery group has at least one [Troop] of lesser necromancers capable of performing small practice; including rituals.

The Cipher cemetery is not connected to the undertaker, and is likely acting outside of civil authority in its harvesting of the graveyard. The Genial Governor may take issue with their activities if it is unsanctioned.



3 - Investigate [The Lonely Summoner]; The Matchmakers
You sent the Matchmakers to investigate the lonely summoner. They asked around after his contacts, network and worked with their many customers to trace the shape of his family and presence. They've determined the following;

The Lonely Summoner lives alone, somewhere on Fog Hill, he has no children, parents, or siblings local to the town

A large number of his assets are Others that he summons, he must spend Power to bring them here, and then without exorbitant cost the Others he makes or Calls will only last temporarily

The Lonely Summoner is a romantic at heart, he's currently alone but that wasn't always the case, a Widower he was once married to a woman named Su Lihua who had skin like moonlight, and hair finer than silk. She was said to be kind and comforting, with a wheezing laugh like a zither. You could probably use these details to find
or make a match that he would find extremely tempting.


4 - Ritual; Ming Wen
Ming Wen performed the ritual of the heavy shadow over the Peach Orchid Market. This ritual will cause shadows to sit heavier on those passing through and extract power to return to your faction, funneled into an empowering "Peach tea of lightness". The Peach Orchid Market will return double its listed power value when controlled by your faction and enemies within will find themselves slowed slightly, with heavier shadows if they do not know the secret of your peach pit token-key, leading to a decrease in their effective might when fighting here.






Current Assets



A Match Made in Hell:
Nominate two factions, weaving the threads of fate and connection if they end up in the same places this turn they take the least charitable interpretation of all interactions; which is likely to end in combat.

Matrimonial Moratorium:
Factions you have brokered a match for cannot attack your assets, you are considered a victor if 6 of 9 factions have marriages you have brokered.
You have brokered a match for: The Chan Gardeners, The Phoenix Sect, and the civil government.


Characters
Ming Wen the Cursewright Moderate Healthy Actions: 1
Ching Lo Great Healthy Actions: 2
Smiling Chen Moderate Injured Actions: 1

Troops:
Cursed moppets Awful Healthy Actions: 2
The matchmakers; Poor Healthy Actions: 1

Notable Items:
Thread and Needle; Power 6
Tea set of Sorrows; Power 3
Porcelain Partner; Power 10
The home of Ming Wen in the Cliffview Terrace
A Headquarters hidden in a tea shop in the Peach Orchid Market


Power: 10 [2 Starting, + 2 Control of Falling Bridge, +6 Peach Orchid Market]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Other intelligence


The Monks of Madness keep forbidden scriptures in the Venerable Vestibule that contain forbidden and powerful practices.

The Cipher Cemetery is led by an Other, the human members of it are supplicants.

Cipher Cemetery has a greater ghoul among their ranks, a powerful other

Mendicant Mob steals everything not nailed down in the territory they are in, reducing power gained, and if in an HQ territory potentially taking power directly from a faction.

The Phoenix School pays a high premium for exotic texts.


Action Options



Dilemma - Ling's Lament

Ling has the melancholy feeling of anguish over her rejection. It wouldn't help to know that her own mother arranged it and poisoned what could have been a beautiful relationship (even though Wen knows it wouldn't have been. Xiaosheng was a boor and behind closed doors he would have been a monster). She feels listless and isn't eating much or paying much attention to anything, a glassy and faraway look in her eyes. Wen checked for curses and while her daughter's aura is filled with somber sadness to her Sight, it's not stained in the way curses appear to her, vibrant and alive. Wen has a few options in dealing with the situation with her daughter.

[ ] Spend some quality time, bonding and talking to her. Having Wen commiserate over what it's like to be young, listen to her daughter honestly with her heart and spend the time to let her open up directly instead of trying to force the issue. Assign Wen's action to this dilemma as she spends the week with her daughter, not dealing with faction concerns.

[ ] Dark, negative emotions and auras are fuel, and a resource. Wen can tap into that drawing it away from her daughter with rapacious practices and bottle it for cursemaking. This would leave less of her daughter for now, but she may recover in time. This would gain 3 power in [bottled sorrow]

[ ] Tell her daughter that these things happen, it was a bad match anyway and she should just get over it.

[ ] Have the matchmakers find her a new match, preferably a better one, with more prospects and a prominent faction.










1- Patrol; Patrolling serves several purposes. This allows a faction to stake a claim to an area, contest the claim of another faction or interdict bodies moving through or acting with the region contrary to the patrollers interest. Interception is not guaranteed and some units (namely troops) will be better at patrols at scale than others.

2 - Attack; This is for when you want to hit a specific target, you aren't generally trying to patrol a space.

3 - Investigate; For this action you must designate where and what you are investigating – usually either with a specific question, or a target. Investigations can be obstructed (although you'll generally get an idea of who and how) and may vary in quality by where they are conducted.

4 - Ritual; this is performing a magical ritual. A practitioner or Other must perform it; and it doubles the income of a territory. A territory may only support two rituals at a time. Only one ritual can be performed by a faction on a territory per turn.

5 - Core Ritual;To perform a core ritual it will take half of a character's actions, round up. Mandatus can be challenged outside of turn order. Adoption items could be challenged if the party is crashed, but ultimately no call goes out for resistance to occur.

6 - Build an HQ; to build, fortify and take over a structure such that it also counts as an HQ for measuring troop deployments takes two actions, and 5 Power to invest in the site. If you have no HQs you will have one turn to build one, or be removed from play as a faction. If a territory housing an HQ would be lost for the first time in a conflict, instead the HQ is removed and the faction retains control.

7 - Stalk the Lesser Brothers; Your cursed moppets have attacked them once and they have the thread of that connection, by assigning them with another asset you could use that to find them when they are outside of the Vestibule and attack them singly, in the streets at night where they would not have backup.

8 - Follow the lesser Brothers; your cursed moppets could skulk about the Lesser brothers with a special Investigate action, following to see all the territories they filter between to uncover any other safehouses or bases used by the Monks of Madness; Assign at least the cursed moppets to this action.

9 - Find a Wife for the Lonely Summoner; Using the information gleaned from the Matchmakers you could go about surveying the local eligible bachelorettes and finding the closest clay to mold into shape. Indicate anything you'd like to include in the criteria; this will generate a dilemma for the Lonely Summoner next turn; if he accepts the bride his summons will not be able to attack your assets for the rest of the game.






Extra Materials



Ming Wen the Crusewright

Ming Wen is a middle aged widow with three children. It's a moderate practitioner with a focus on curses, catching, storing, making, and releasing them. Statements of intent have power and a glace from her piercing gaze can spell misfortune. Her family regalia has a mortar and pestle from the related family trade of herbology and treatment and she's been known to provide slaves and ointments to many of high and low birth. She's not known for her poisonmaking, but that is a skill she's cultivated as well. Her oldest, Ming Ling, is sixteen, young for marriage, but eager to move out and into another family. Her youngest Ming Quan is only six years old and loves to play with small clay soldiers, marching them about the house to wait in ambush. Her middle daughter is Ming Peizhi, a rambunctious tomboy who likes to hang out in the riverside market when she shirks chores.

Ching Lo
Ching Lo is a woman of twenty eight. She's thin, but far from weak. Willowy in an artful way underneath her changyi her skin is a network of scars and ink in an interwoven series of ritual diagrams set to hold and capture bogeymen. Letting her leverage their abyssal power, or release them to serve if she can use them more freely. She has seen a lot of horror and heartbreak and is desensitized to it. She knows that some people are scum and the only correct ending for that scum is in the pitch of the abyss. Even the scum inside her don't deserve this chance to wreak horror on the living, but what better weapon to torture the torturers than other torturers? She currently has five lesser bogeymen bound. An ichor stained hawk; A murderous cleaver; An Abyssal Lesser Goblin Nailfucker; An Abyssal Cannibal; and an Abyssal Midwife.

Smiling Chen
Smiling Chen is formally dressed as a daoshi with a perpetually wide smile, wider and unnerving than a human mouth is capable of, he always keeps a sharp dagger on his person. He's a bodyman tied to proper procedure and events, he wants to see smiling people and people smiling the appropriate amount for the event. Smiling too widely he will punish, smiling not wide enough and he will widen it for you. Smile not at all and etiquette demands he cut one to size for you.

Cursed moppets
A series of captured souls, some human some not that have been bound in doll form. About a dozen child's toys animated by those departed thoughts and emotions, they can't operate separately, and can't make particularly intelligent conversation. They get bound in but barks, yips, growls, chitters and other noises from the animal souls, children souls all mixed together. They're about as smart as a child, slightly stronger. When they have touched a foe it leaves a thread they can follow back to the person they've touched and designated. This makes it very easy for them to find victims they've encountered once.

The matchmakers;
a small group of grandmothers that arrange many of the middle class marriages. They're a core part of the social fabric of the town, knowing everyone and anyone and helping find the right and fruitful marriage matches. They can go to any territory without raising a fuss. They're not combatants and would struggle to put up a fight if pressed, and do not practice.

Thread and Needle; Power 6
A magical thread and needle that can weave both concepts and people together, to tie two with this string is to entwine them, such that one would know when the other is in danger or even split the harm between them. It could also be used to link objects to act in a paired fashion.

Tea set of Sorrows; Power 3
This fine tea set could be used in a marriage ceremony to extract regrets, pains, and worries from the bridge and the groom, steeping it within the tea set itself. This makes the matches start happier and extract those negative emotions for refinement into power of it's own

Porcelain Partner; Power 10
This ungendered delicate doll can be filled in with features, memories and concepts and turned into a fragile and living person. This could supply a perfect, custom built match (without a family or history) made to specification for one marriage.
 
Turn 1: Common Intelligence

Turn 1: Common information​




Sorcerer Hunters Control
Liu control [J]
Celestial Bureaucracy Controls [H, V]
Wildflowers Control [G]
The Temple Controls [C]
Oni League, Wild Others do not control visible territories at this time
Auspices

53 -> 42



The little child is in danger.
Misfortune.
changing
It is beneficial to cross the big river.


Territories across the river (The Steaming Lake, The Zhang Family Palace, The Estates, The South Shore and The Green Fields) will produce double power this turn

Rumors and Whispers

It is said a Wandering Youxia has entered Pingliang seeking to right wrongs wherever his path takes him, his Kung Fu 功夫 is strong and he's probably a Great warrior

It is said a powerful Immortal has entered Pingliang and sought rooms in the Dreaming Market's inns' he's likely a powerful practitioner and might be here seeking something

Most of the local others have been pushed out of the city proper, living in the periphery of human habitation, but the Floating world is only one step away, sideways, could they be making a home in that spirit world?

A powerful demon* has been reported in the Outlying Farms, roaring through the night. Farmers and townsfolk are worried that it will eat them if left unchecked.

Ping Ho has caught a strange looking fish in the steaming lake, it has the face of a man and the body of a carp and speaks in whispers in a language he can't understand.

Someone is hiding treasure in the flophouses.

A body was found in the steaming lake of a young man, his head shorn and rotting, but he'd only been missing for a day and the decomposition looked like a year had passed.

The Zhang family has closed and locked the doors of it's estates, greatly warding it against intrusion.
The Outsiders, British and American have vanished as mysteriously as they originally appeared.

*Demon in the common parlance, may not be an actual Pact Demon.
 
Thank you, turn 1 just closed, working on the turn 2 stuff. I'll post all the common briefings here as the game runs.

If I've got time I have half a mind to generate a vignette per turn from a local talking about some of the super big, public events occurring in the town, but that's going to depend heavily on my ability to deliver.
 

Turn 2: Common information​


Sorcerer Hunters Control [B, I]
Liu control [J, N]
Celestial Bureaucracy Controls [H, L, V]
Wildflowers Control [D, G, P]
The Temple Controls [C]
Oni League Controls [Q]
Wild Others Control

Auspices

34 -> 1



Losing the goat in the process.
Without aversion.

A ram butts against the fence.
It is unable to move back, it is unable to go through.
This lacks a beneficial purpose.
Difficult and thus good fortune.

Sunrise.
A foundation for progress.
It is beneficial to persist.
Actions to gain new territory or attack territory will gain an extra advantage.



With the jade mandate of Law, the Celestial Bureaucracy establishes a new rule that resonates through the territory "Do not cause intentional direct or indirect harm to civilians."

Failure to abide by the rule will result in power being drawn by the Heavens from the violators, if enough loose power is not available it will be drawn from the Selves of the violating faction(s).


Rumors and Whispers


A Massive Dragon rose from the Steaming Lake towards Pingliang, but the Celestial Bureaucracy was able to contain it!

A Riot happened at the edge of the streaming lake! Sorcerer Hunters clashed with the Bureaucracy and there were Others in the mix!

The Sorcerer Hunters caused a stir when they drove a gray-painted tank through the I-Alley of Awe's gate to the B-Outward Road and seized control of the city wall there, dismissing the Celestial Bureaucracy's guards.

The Sorcerer Hunters began earthworks and barricaded an Inn on the B-Outward Road. It's said all their officers are co-located there, while the grunts stay in hastily pitched tents.


A battle between the Immortal, the Liu and the Sorcerer Hunters took place in N-The Estates, where the Immortal was driven from the spot.

Terror at the Liu Estate; a beast stalks the night!
 
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